Whether you show up to fights, and what your spells are worth when you do.
Participation is a floor, not a ceiling. Being present for most of your team's fights is the minimum; the question is what you contributed while you were there, and whether you were able to contribute at all.
The single biggest determinant is usually availability: whether your ultimate and your key items were up when the fight started. A hero who is present for every fight with their ultimate on cooldown is, functionally, absent for most of them.
Using a long-cooldown ability to win a skirmish that didn't matter, minutes before the fight that decides the game, is a participation number that flatters you and a contribution that doesn't.
We measure the share of your team's fights you were present for, your damage and healing in them, how often you entered with your ultimate down, and how many of your saves actually converted into a teammate surviving.
| Metric | Better when | |
|---|---|---|
| Fight participation | higher | HEADLINE |
| Hero damage | higher | |
| Fights with ult down | lower | |
| Saves converted | higher | |
| Average spell value | higher | |
| Caught by enemy AoE ults | lower | |
| Stun seconds | higher |
When a report's main finding lands in teamfighting, its assignment binds to one of the metrics above. Every game you play afterwards is scored against that number — free games included — and the assignment stays open until it moves. How it works has the full loop.